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GuiñoteGuiñote


Origin

Description

Objective

How the game goes on

Start of the game and each of the hands

First stage

Pick up the tricks

Changing the cards

Second stage

Canticles

Scoring the tricks

End of the game

Differences between Tute and Guiñote

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Guiñote: Image of the game

Origin

Guiñote is one of the tute family games, in which the purpose is always to take tricks according with certain card values and using a trumps suit. It is mainly played in Aragon and bordering regions.

Description

If you already know the rules of Tute, you will learn quickly to play Guiñote by reading directly the differences between both games

This is a Spanish card game.

The Spanish pack has 40 or 48 cards distributed in four suits: oros (golden coins), copas (glasses), espadas (swords) and bastos (sticks); the picture cards are sota (jack,10), caballo (horse,11), and rey (king,12). Most games are played with the 40 cards pack (pictures and cards from ace to seven), but some of them need also eights and nines.

Four players take part in the game, divided in two pairs.

Due that rules are vey similar to Tute, you will find many references to this game in the following rules.

Objective

The main goal is to be the first to achieve the agreed number of "cotos" (hands); and the objective in every hand is to get more than 100 points with the cards taken through all the tricks.

The hierarchy between cards of the same suit in order to determine the winner of the trick goes, from the highest to the lowest, as follows: Ace, Three, Rey, Sota, Caballo, Seven, Six, Five, Four, Two. Between different suits, this is the order: the highest are the trumps, next the opening suit in the trick, and finally the other two suits can´t be used to win the trick.

How the game goes on

There are two phases during the hand. In the first one the rules applied are very similar to Brisca; during the second phase rules are more similar to the Tute.

Start of the game and each of the hands

Randomly players decide who is the dealer; the next player on the right will start the game.

At the start of every hand the player at the left of the dealer must cut the pack; cards are dealt one by one, and finally another card is put face up to show which are the trumps.

In every hand all the cards are played once; so, there are 10 tricks. In every trick each player throws one card; always one of the players wins the trick and takes the cards played.

First stage

While the pack is not empty (the first four hands), the leader throws any card, and the other players, from left to right, throw everyone another card, the one that they want, without any restriction about the number or suit of the card.

Pick up the tricks

The trick is obtained by the player who has thrown the highest trump and, if there is no trumps on the table, by the player who has thrown the highest card of the opening suit.

In the rest of the tricks of the hand the start is made always by the player who obtains the previous trick.

Before playing a new trick, while the pack does not run out of cards, each player takes a new card from the pack, starting by the one who has won the last trick; so, players always may choose between 6 cards to throw, except during the last five tricks.

Changing the cards

When one player has the seven of the trumps, it may be changed by the card that points out the trumps if this card has some value (Ace, Three, Rey, Sota or Caballo).

You can click on the card to get as soon as you get the necessary card; the program changes it when it is possible.

Second stage

When the pack runs out of cards, the last player must take the card that shows the trumps.

During this stage the are several rules that limit the cards that may be played. The leader may throw any card; the other players, from left to right, throw each one card complying with the following rules:

  • The first priority is the obligation to beat (montar) and assist: the player who has the turn must assist throwing a card of the opening suit and, if possible, beat the highest card on the table.
  • The second priority is the obligation to fail (fallar): if the player who has the turn has not any card of the opening suit, and it is possible to use some trump that could beat all the cards on the table, it must be used.
  • If the trick is being won by the other player of the pair, it is not compulsory to beat or fail, but just to assist the opening suit.
  • Finally, if it is not possible to beat, assist or fail winning all the cards on the table, any card may be used.
  • The player who has thrown the highest card according to the above mentioned hierarchy will take the trick.
  • The player who wins the trick will open the next trick.

Canticles

When one player has in his hand the king and the sota(10) of the same suit, he has the chance to make a cántico (canticle). It is worth 20 points (40 for the trumps suit). During the second stage there is no need to show which suit has been used to get the 20 points, unless the other player of the pair requieres it.

Playing at Ludoteka, just an image with the number 20 is shown. Subsequently, the other player may click on the image to show the suit.

The point of the canticle (20 or 40) are added at the end of the hand.

Canticles can be made when the pair has won one the last trick.

You can perform the canticles by clicking on the corresponding icon as soon as you have the necessary cards; the program will show the canticle when it is possible.

Scoring the tricks

After playing all the cards, the score got by every player is counted, adding also the points got by the canticles.

Scores are counted in pairs of players.

The pair who achieves the last trick adds 10 more points.

The total amount of points added by all the cards in the pack is 120. There are also another 10 points for winning the last trick, and up to 100 points if all the possible canticles would be chanted.

The pair who gets more than 100 point wins the hand.

If both pairs get more than 100 points, the winner is not always who gets the highest amount:

  • At least 30 points must be got without counting the canticles; otherwise, the hand is lost.
  • If both have at least 30 point without canticles, and totally more than 100, the winner is the pair who has got the last trick.

If both pairs get less than 101 points, a second hand is played; in this second hand it is not necessary to play all the cards; the winner of every trick has the chance to announce that the 101 points limit has been reached, and the hand is already won; if the sum has not been correct and the 101 limit has not been reached, the opponents win the hand.

End of the game

When one of the pairs get 3 points, they get one coto; and both pairs start from o points. Usually the game is played to reach one or two cotos.

Differences between Tute and Guiñote

If you already have played Tute, you will learn quickly Guiñoye by reading the differences between both games:

  • 6 cards are dealed.
  • Sota(10) and Caballo(knight) have reversed values and priorities.
  • While there is any card in the pack (the first four tricks) there is not any restrictions to play the cards.
  • If the trick is being won by the pair, there is not obligation to win, just to assist the opening suit.
  • During the second stage the canticles are hidden (nobody knows the suit used to get 20 points unless the other player of the pair requires to show it).
  • It is necessary to get more than 100 point to win the hand; if necessary, a second hand is started.
  • If both pairs get more than 100 points, the winner is the pair who has got at least 30 points without canticles; if both got it, the winner is the pair who got the last trick.
  • There is no Tute canticle.
  • It is not necessary to make the canticle after getting the first trick, but just at any moment after winning any trick.
  • The game may be divided in two cotos; three points must be won to get one coto.

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